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15 quotes about artificial intelligence from world famous people

Level of difficultyMedium
Reading time7 min
Views1.9K

Over the past two years, artificial intelligence has become one of the main topics in the media and many famous people have expressed their thoughts on this topic. But if you start searching on the Internet for collections of quotes about AI, you will mostly find quotes from CEOs of multi-billion dollar companies, futurists and scientists conducting research in this field. Moreover, these collections are so similar to each other, which sometimes gives the impression that they were compiled by AI. In this article, I have collected quotes from world famous people who are usually not included in such collections of quotes:

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How we took part in Ludum Dare

Level of difficultyEasy
Reading time4 min
Views574

We are the Arcane Gaming development team, developing games since 2021. As of now, we have two major projects: Fanbattle and Suetologia. The time has come for us to take part in the Ludum Dare gaming hackathon for the first time.

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UX testing: why it is important and how to conduct it

Level of difficultyEasy
Reading time4 min
Views543

UX testing is one of the most important parts of the UX design creation process for any software product. It helps to understand whether users are satisfied with the design and highlights its problematic areas that need to be fixed or improved. UX testing is an important part of the whole testing process - it helps to get beta-testers feedback to determine whether the product is comfortable for users and gives opportunity to improve problems and issues before moving on to the next stage of the development process. It also contributes to reducing the cost of development, as it is much cheaper to fix issues during the development process rather than after the release. Listed down below are 5 simple tips that can help perform UX testing in a proper and effective way.

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Game economy design of Premium games through the example of a 4X strategy on PC

Level of difficultyMedium
Reading time9 min
Views1.4K

How to design an economy for your game? The answer to this question might require a series of lectures or articles. The fundamental difference in the approach is based, first of all, on monetization model: F2P or B2P. The second thing that defines the approach to developing an economy system is game genre. This article reviews the case of designing the game economy for a B2P (premium) game, which doesn’t involve earning on microtransactions.

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How to make a destructible landscape in Godot 4

Level of difficultyEasy
Reading time2 min
Views1.5K

In my just released game “Protolife: Other Side” I have the destructible landscape. Creatures that we control can make new ways through the walls. Also, some enemies are able to modify the landscape as well.

Let me describe how it may be done on the Godot engine.

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React + Three.js. Creating your own 3D shooter. Part 1

Level of difficultyMedium
Reading time30 min
Views7.8K

Hello, dear users of the IT world!

In the era of active development of web technologies and interactive applications, 3D-graphics is becoming more and more relevant and in demand. But how to create a 3D application without losing the advantages of web development? In this article, we will look at how to combine the power of Three.js with the flexibility of React to create your own game right in the browser.

This article will introduce you to the React Three Fiber library and teach you how to create interactive 3D games.

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Technical Game Design. Configs, balance and content in the example of PC strategy

Level of difficultyMedium
Reading time13 min
Views1.5K

One of the common tasks that both beginners and experienced game designers face is describing a large amount of content to pass its parameters to the engine. This is not an easy task, given that it is very difficult to find materials on the technical aspects of game design. Well, let’s figure out how to transfer data to the engine.

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Everything You Should Know in Indian Premier League (IPL) 2023

Reading time4 min
Views998

Image Credit: amazonspreview.com

Cricket in India is more than just a game and for most of it is a matter of pride and unity. As we all have grown up playing cricket and everyone knows all about its rules and techniques that are quite interesting. Over the last few years, the Indian premier league is the latest and most renowned version of cricket that has 20 overs. Within a short span of time, it has become one of the best sports traditions in India. 

Day by day the fanbase of IPL is increasing and there are many IPL live streaming cricket apps, where you can enjoy IPL matches. 

In this article, we will count everything you should know about IPL 2023. 

IPL 2023

The IPL is a professional T20 cricket league in India that was first begun in 2007 by the Board of control for cricket in India, and in 2023, it will be the 16th season of the premier league. Basically, it is contested by ten teams and annually it is held in summer across India between March to May. 

So, here is the team of IPL 2023.

IPL 2023 Teams 

Here is the list of the total teams of IPL 2023 and its players. 

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Unity: What is a Coroutine and why is there an IEnumerator

Reading time5 min
Views16K

The title of the article is a question I was asked in an interview for a Middle position. In this article, we will look at Unity coroutines, what they are, and at the same time we will capture the topic of Enumerator \ Enumerable in C # and a little secret of foreach. The article should be very useful for beginners.

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Unity: Selecting and uploading files by user on WebGL assembly

Reading time7 min
Views6.9K

In this article, we will look at a way to give the user the ability to upload any files, such as textures. And let's touch on the topic of launching JS functions from C# within Unity. As a result, we will get a script that, by calling just one function, will open a window for selecting files.

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Blood, sweat and pixels: releasing a mobile game with no experience

Reading time12 min
Views3.2K
In January 2022, we, at Kaspersky, released our first mobile game – Disconnected. The game was designed for companies that want to strengthen their employees’ knowledge of cybersecurity basics. Even though game development is not something you would expect from a cybersecurity company, our motivation was quite clear – we wanted to create an appealing, interactive method of teaching cybersecurity.



Over our many years of experience in security awareness and experimentation with learning approaches (e.g. online adaptive platforms, interactive workshops and even VR simulations), we’ve noticed that even if the material is presented in a highly engaging way, people still lack the opportunity to apply the knowledge in practice. This means that although they are taking in the information, it won’t necessarily be applied.
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Analysis of UE5 Rendering Technology: Nanite

Reading time8 min
Views9K

After Epic released the UE5 technology demo at the beginning of 2021, the discussion about UE5 has never stopped. Related technical discussions mainly centered on two new features: global illumination technology Lumen and extremely high model detail technology Nanite. There have been some articles [1 ][2] analyzing Nanite technology in more detail. This article mainly starts from the RenderDoc analysis and source code of UE5, combined with some existing technical data, aims to provide an intuitive and overview understanding of Nanite, and clarify its algorithm principles and design ideas, without involving too many source code level Implementation details.

 

https://blog.en.uwa4d.com/2022/02

UE5 Lumen Implementation Analysis

Reading time4 min
Views3.6K

Lumen is UE5’s GI system, it is different from the traditional real-time GI which only includes the contribution of indirect diffuse reflection. It also includes indirect diffuse reflection and indirect highlight, providing a new set of complete indirect lighting. Lumen supports both hardware-based RTX and software-based Trace algorithms. The starting point of this article is that Lumen GI uses the process, algorithm, and data structure analysis of indirect diffuse reflection part based on software Trace to understand the basic principle and operation mechanism of Lumen from a macro perspective.

 

The core of Lumen includes the following parts:

Read more https://blog.en.uwa4d.com/2022/0

Unity Performance Optimization â…¥: Resource Memory Leak

Reading time3 min
Views3.6K

Today, we will share some knowledge points related to resource memory leak. A memory leak is the most common issue that we continuously see and also are afraid of. What is the reason behind it? Because we can’t predict the extent of the leak before we locate the leak bottleneck, we had no idea whether it will burst out at a certain moment on the line. We have received feedback from developers that their players had no problem playing for half an hour, but they would get more and more stuck after 3 to 4 hours of playing, which they never expected before. How can it be solved? Today’s sharing will answer such questions.

UWA’s GOT Online-Assets report has a resource occupancy trend chart. If there is a rising trend like the one below, you must pay special attention.

Read more at blog dot en dot uwa4d dot com

ECS: under the hood

Reading time6 min
Views8.5K

This is the translation of my article about ECS. Original (in Russian).

ECS (Entity Component System) is an architectural pattern used in game development.

In this article, I am going to describe some of the general principles of ECS frameworks' inner workings and some of the problems I have faced during the development of my own.

When I first started learning about ECS everything seemed wonderful, but only in theory. I needed some real practice to make sure that all that they were saying about ECS was true.

I’ve tried different frameworks with different engines and programming languages. Mostly it was the gorgeous EnTT framework that I used with the Godot engine and LeoECS with Unity. I haven’t tried Unity’s native ECS from DOTS because it was rather unpolished at the time I was starting.

After a while, I got enough practical experience with ECS but it was still unclear to me how all this magic works under the hood. There are a few good blogs about ECS development (https://skypjack.github.io/ from the author of EnTT and https://ajmmertens.medium.com/ from the author of Flecs) but none of them gave me enough understanding about how they are implemented. So eventually, following Bender’s example, I decided that I’m gonna make my own ECS =)

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Thanks, Mario, but the code needs fixing — checking TheXTech

Reading time12 min
Views982

It's cool when enthusiastic developers create a working clone of a famous game. It's even cooler when people are ready to continue the development of such projects! In this article, we check TheXTech with PVS-Studio. TheXTech is an open implementation of the game from the Super Mario universe.


0889_TheXTech/image1.png

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How the Carla car simulator helped us level up the static analysis of Unreal Engine 4 projects

Reading time17 min
Views1.5K

One of the mechanisms of static analysis is method annotations of popular libraries. Annotations provide more information about functions during errors detecting. CARLA is an impressive open-source project in C++ that helped us implement this mechanism to our analyzer. Subsequently, the simulator became a test-target for the improved PVS-Studio static analyzer.


0888_Carla/image2.png

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